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Audience of the Future
Demonstrator Competition Briefing
#AudienceFuture
#IndustrialStrategy
1
2
10.00-10.30 Overview and Context
• Industrial Strategy
• Audience of the Future
• Demonstrator Programme Rationale
Andrew Chitty, Interim Challenge Director, Audience of the Future
10.30-11.00 Demonstrator Competition Scope and Process:
• Requirements
• Themes
• Application process
• Timelines
Matt Sansam, Innovation Lead, Innovate UK
11.00-11.30 Q&A - What support do you need?
11.30-12.30 Networking
Demonstrator Briefing Session
Overview and Context
Prof Andrew Chitty
Interim Challenge Director
Audience of the Future
UK Research and Innovation
#AudienceFuture
#IndustrialStrategy
3
What is it?
• Support for key sectors to transform or to emerge and grow
• Extremely focussed on achieving well defined objectives that tackle a
societal challenge
• A focus on productivity and new skilled jobs
What isn’t it?
• A generic R&D fund
Industrial Strategy Challenge Fund
“Immersive experiences are new forms of content, new narrative
mechanisms and a new language around production which spans the
Creative Industries…..
“The best technology will not produce the step change needed
without equal excellence in content production and understanding of
immersion as a narrative form.
“The UK must ensure it is the most highly skilled nation producing
content that exploits these technologies”
Sir Peter Bazalgette Independent Review of the Creative Industries
Audience of the Future
To capture new global audiences and grow our leading market position
in creative content, products and services by adopting, exploiting and
developing immersive technologies.
Challenge Statement
*
That by 2025 UK is a global market leader in the creative immersive sector.
1. UK creates 10% of global creative immersive content
2. The UK Creative Industries sustains its above average growth.
3. The UK has a low barrier of entry for producing high-quality immersive content,
4. The UK has an increased skilled workforce to create immersive content.
5. Increased private investment in immersive technology and experiences
Programme Objectives
*
The next wave of the Challenge Fund
Data to early diagnosis
& precision medicine
Healthy ageing
Next generation
services
Audience of the future Quantum technology
Transforming
construction
Transforming food
production
Energy revolution
Audience of the future / Next generation services (pioneer) / Quantum technology (pioneer)
Artificial intelligence and data economy
Clean growth
Energy revolution
Transforming
construction
Transforming
food production
Healthy ageing
Medicines manufacturing
Data to early diagnosis and
precision medicine
Healthy ageing
Future of mobility
Faraday battery challenge
Extreme robotics
National space test facility
Industrial Strategy Grand Challenges
• Immersive technologies (AR, VR, XR) are the most significant and
potentially disruptive technologies to impact the Creative Industries
since the web in the mid 90s
• They present both opportunities and threats to the UK’s current level
of global competitiveness as both IP creator and production centre
• Global commercial opportunity for UK Creative Industries is through
content/experiences enabled by immersive technology rather than
platform or hardware
Rationale
• Audience of the Future is central to Creative Industries Sector Deal
• High expectations that AoTF will de-risk investment
• Identifying/ testing viable audience propositions & business models
• Innovation in production tools/reskilling workforce
• Industry engagement across the value chain
• Specialists in AR/VR/XR companies but also…
• Content studios, IP owners, creative technology companies, hardware
providers, platforms operators, investment community, distributors
Industry Context
Audience of the Future – £33m grant funding
• Ambitious, pre-commercial
content innovations using
global IP.
• New experiences that advance
the state of the art and test with
real audiences at scale.
• Large collaborations across the
supply chain to explore future
commercial models.
• Talent development and
experimental production
for the Screen Industries
• Delivered with Clusters
Programme
• Designing for future audiences £2m
• Making content production cheaper,
faster, more accessible £8m
• Investment Acceleration £2m
£16m Demonstrator
Programme
£12m CR&D
Programme
£5m Industry Centre of Excellence
£m 2018/19 2019/20 2020/21 Total
ISCF Funding 4.50 14.00 14.50 33.00
Matched Industry
Funding
1.70 8.10 9.70 19.50
CICP Funding 0.75 1.25 1.25 3.25
Total (£m) 6.95 23.35 25.45 55.75
Audience of the Future – a £56m programme
22
Demonstrator Programme: rationale
• That UK Creative Industries future success in Immersive economy will be
based on our strength in innovation in content, experience and business not
in technology
• That investment in AR/VR/MR/XR at scale is currently held back by lack of
clear audience propositions, forms and formats that could underpin
commercial models and unlock required investment
• The current market is largely pre-commercial, with much current work
innovation driven, small scale, promotional or ancillary rather than seeking
revenue generating opportunities from new audiences.
• Public investment in a series of large scale, pre-commercial, collaborative
experience demonstrators could stimulate content innovation, audience
testing and business modelling at scale, provide sectoral learning and
unlock investment.
© Royal Shakespeare Company
• Up to £16m; 4 projects
• 4 areas identified with industry as maximum opportunity
• Performance
• Moving Image
• Sport Entertainment
• Visitor Experience
• Looking for projects that can significantly advance creative,
technology and commercial state of the art across a whole sector
Demonstrator Programme: overview
38
Demonstrator Programme: Objectives
• Innovation: we will support industry led consortia to develop NEW
audience experiences that show they can significantly advance the current
state of the art
• Insight: each large scale demonstrator must reach an audience of
>100,000 in order to learn lessons at scale
• Capacity building/knowledge sharing: each consortium should have
sufficient reach to advance knowledge across their sector and a plan for how
to do that
39
What do we mean by a demonstrator?
• Significantly advance the current state of the art
• Creative proposition
• Audience Proposition
• Commercial Proposition
• Technical implementation
• Reach >100,000 users across the lifetime of the project
• One or more audience propositions or tests
• Gather audience data
• Derive commercial insight
• Use globally recognised IP
• To reach audience
• To address rights and IP issues
• To inform commercial models
40
Ambition and Scale
“Each one of these demonstrators would be the biggest creative
VR project in the world”
• This is a very ambitious programme
• But absolutely NOT just a VR one
• If at >1 of these projects does not significantly develop the case for AR/MR/XR at scale we
will have failed
• Looking for gamechangers
• not just the next thing (a bit bigger)
• The scale of funding available is beyond current experience
• Must address this – in thinking, in project scope, production, scale of experience, talent etc.
• We will be vigilant about over budgeting e.g. rights
41
Consortia
• To meet the ambition you will need partners from across the value chain
• to access cutting edge research and innovation
• To access and work with globally recognised IP or cultural brands
• To create the experience
• To engage the audeinces, present and test the experience
• to advance knowledge across the sector
• We would expect to see the whole value chain engaged:
• Specialist XR companies but also academic and industry R&D teams, IP
owners, rights holders, cultural institutions/governing bodies, content
and experience producers, talent, hardware, technology platform and
distribution partners
42
Challenges
• Scale
• Risk
• IP
• Match funding
• Sectoral impact
• Ambition
• Project Design
• Consortium Structure
• Budgeting
• Public Visibility
Competition Briefing
Tom Fiddian
Innovation Lead
Innovate UK
#AudienceFuture
#IndustrialStrategy
43
• Innovate UK, as part of UK Research and Innovation,
will invest up to £16 million in 4 large scale creative industries demonstrator
projects through the Industrial Strategy Challenge Fund (ISCF). This is part
of the Audience of the Future (AotF) programme.
Summary
Demonstrators?
Internet of Things Cities
Demonstrator:
https://cityverve.org.uk
You’ll need to be:
• in scope for the competition
• eligible for funding
As well as, writing and presenting a game-changing application in a highly
competitive process.
Recipe for success
Your project must demonstrate it can significantly advance the current state of
the art in its chosen field. It must reach demanding audience targets, deal with
current and future rights issues, and avoid excessive audience acquisition costs.
To do this your proposal must include access to or use of globally recognised IP,
or partnership with a rights holder or cultural brand.
Scope
Your demonstrator must also:
• develop new immersive experiences at a large scale, achieving a public
audience across the project of more than 100,000
• demonstrate a high level of ambition, innovation and scale, with the goal of
transforming the sector
• bring together creativity, technology, human-centred design and data analysis
in order to innovate creatively and technologically
• generate audience, consumer and user insights that can be used to test the
viability of new revenue streams and business models
• demonstrate scalability and the potential to be exploited and replicated across
the creative, cultural, live events and entertainment industries
Scope
• Immersive Experiences: multisensory narrative or interactive
audience experiences mediated through technologies including:
• virtual, mixed and augmented reality (VR, AR, MR)
• haptics
• advanced visualisation
• other sensory interfaces
Scope: definitions
• The Creative Industries: the 9 sectors as defined by the DCMS/HMGovernment
• Advertising and marketing
• Architecture
• Crafts
• Design: product, graphic and fashion design
• Film, TV, video, radio and photography
• IT, Software and services (including computer games)
• Publishing
• Museums, galleries and libraries
• Music, performing and visual arts
Scope: definitions
This competition is the flagship for the ISCF Audience of the Future programme.
We have identified 4 themes with significant disruptive, creative and commercial
opportunities to grow new audiences through immersive technologies. This will
help grow the UK’s creative industries.
Scope: Themes
Moving image
• We are particularly looking for immersive audience experiences that use
moving image expertise to create new audience propositions with mass
market and commercial potential.
• We particularly encourage proposals
• That apply immersive technologies to new audience propositions in sports where
remote audiences are (or could) be significant drivers of value.
• Where events, rights positions and creative opportunities afford significant
opportunities to engage the public
Sports Entertainment
Visitor Experience
• We particularly encourage ambitious proposals and partnerships with reach
across the sector.
Performance
• We particularly encourage proposals that:
• explore the application of immersive technologies to the production or
consumption of performance works (or both)
• are relevant across multiple disciplines and in a wide range of contexts,
including but not limited to conventional venues, festivals and site specific
works.
Given the emergent nature of the field we will consider applications that are not
confined to these 4 themes. This is providing you can show that your proposal
meets all the criteria for a demonstrator.
Other themes
• We will not fund projects through this competition that:
• do not deliver an audience user experience, such as authoring or production tools
• request substantial funding for non-UK based partners or sub-contractors
• exclusively focus on new generic technologies such as e-commerce, streaming or
social media
• are technologies and experiences not primarily intended for a consumer audience,
such as industrial or business-to-business solutions
Projects we won’t fund
• You can claim up to £4 million. We expect your project’s total costs to be
between £5 million and £10 million unless there are greater levels of
business contribution.
• Projects must start by November 1st 2018, and end by December 31st 2020.
• If your project’s total costs or duration fall outside our eligibility criteria,
contact us at least 10 days before the competition closes.
Eligibility: project size
• To be eligible for funding you must:
• be a UK-registered business
• carry out your project work in the UK
• intend to exploit the results in or from the UK
• work in collaboration with others (businesses, research base or third sector)
• Collaborations must include at least one SME
• Any one business may lead on one application and partner in a further 2
applications. If a business is not leading on an application it can be a
collaborator in any number of applications.
Eligibility: lead organisation
• Collaborative project partners can include:
• businesses
• universities
• non-profit research and technology organisations (RTOs)
• independent research organisations (IROs)
• cultural institutions
• Non-business partners cannot lead on an application but can collaborate on
any number of applications.
Eligibility: collaborators
• Funding is available for projects with total costs £5 million and over. This
total cost is the combination of the requested grant value and the applicant’s
contribution. The maximum grant you can claim is £4 million.
• Demonstrators are classed as industrial research, for which you could be
funded:
• up to 70% of your total project costs if you are a small or micro business
• up to 60% if you are a medium-sized business
• up to 50% if you are a large business
Funding:
Universities – 100% (80% of Full Economic Costs)
Other research organisations can claim 100% of their project costs
• They must be non-profit distributing and disseminate project results.
Public Sector Organisation or Charity - 100% of eligible costs
• Must be performing research activity & disseminate project results.
• Must ensure that the eligible costs do not include work / costs already
funded from other public sector bodies
Funding: research organisations
All the research organisations on your project combined cannot claim more than
30% of total eligible project costs. This is in any capacity, whether they are
contributing as collaborators or subcontractors. If your consortium contains more
than one research organisation, this maximum will be shared between them.
Funding: research organisations
Total costs
Business
RO
• £6m project: one large, one medium, one small businesses + one cultural
institute.
An example
Total Costs £6m
£2.4m
Large
£1.8m
Medium
£1.2m
CI
£600k
Small
£1.2m Grant
£1.2m Match
£1.2m Grant
£1.08m Grant
£420k Grant
£180k Match
50%
100%
60%
70%
Total Grant: £3.9m
£720k Match
There will be 2 stages within the competition: a written application followed by an
interview.
Notable Dates:
• 21st May – Competition Opens
• 1st August (noon) – Submission deadline
• 18th-19th Sept – Interviews
• 21st Sept – Successful interviewees notified
Application process
• Programme Management for AoTF and other ISCF challenges will be an enhancement
of normal Innovate UK Monitoring
• Consortia will benefit from advice and guidance of UK Research and Innovation
advisers to help you meet programme objectives and provide additional technical,
creative or commercial expertise.
• UK Research and Innovation have also commissioned Digital Catapult to undertake a
programme of activity to support the Demonstrator projects.
• The Catapult will facilitate collaboration and shared learning between Demonstrator
projects and support a wider programme of engagement across the Creative Industries
New for Audience of the Future …
67
Good luck
Please get in touch if you have any questions.
Customer Support Services: 0300 321 4357 (Mon-Fri, 9am-5:30pm)
support@innovateuk.gov.uk
Questions?

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Demonstrator application process briefing aot f may 2018

  • 1. Audience of the Future Demonstrator Competition Briefing #AudienceFuture #IndustrialStrategy 1
  • 2. 2 10.00-10.30 Overview and Context • Industrial Strategy • Audience of the Future • Demonstrator Programme Rationale Andrew Chitty, Interim Challenge Director, Audience of the Future 10.30-11.00 Demonstrator Competition Scope and Process: • Requirements • Themes • Application process • Timelines Matt Sansam, Innovation Lead, Innovate UK 11.00-11.30 Q&A - What support do you need? 11.30-12.30 Networking Demonstrator Briefing Session
  • 3. Overview and Context Prof Andrew Chitty Interim Challenge Director Audience of the Future UK Research and Innovation #AudienceFuture #IndustrialStrategy 3
  • 4.
  • 5. What is it? • Support for key sectors to transform or to emerge and grow • Extremely focussed on achieving well defined objectives that tackle a societal challenge • A focus on productivity and new skilled jobs What isn’t it? • A generic R&D fund Industrial Strategy Challenge Fund
  • 6.
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  • 11. “Immersive experiences are new forms of content, new narrative mechanisms and a new language around production which spans the Creative Industries….. “The best technology will not produce the step change needed without equal excellence in content production and understanding of immersion as a narrative form. “The UK must ensure it is the most highly skilled nation producing content that exploits these technologies” Sir Peter Bazalgette Independent Review of the Creative Industries
  • 12.
  • 13. Audience of the Future To capture new global audiences and grow our leading market position in creative content, products and services by adopting, exploiting and developing immersive technologies. Challenge Statement *
  • 14. That by 2025 UK is a global market leader in the creative immersive sector. 1. UK creates 10% of global creative immersive content 2. The UK Creative Industries sustains its above average growth. 3. The UK has a low barrier of entry for producing high-quality immersive content, 4. The UK has an increased skilled workforce to create immersive content. 5. Increased private investment in immersive technology and experiences Programme Objectives *
  • 15. The next wave of the Challenge Fund Data to early diagnosis & precision medicine Healthy ageing Next generation services Audience of the future Quantum technology Transforming construction Transforming food production Energy revolution
  • 16. Audience of the future / Next generation services (pioneer) / Quantum technology (pioneer) Artificial intelligence and data economy Clean growth Energy revolution Transforming construction Transforming food production Healthy ageing Medicines manufacturing Data to early diagnosis and precision medicine Healthy ageing Future of mobility Faraday battery challenge Extreme robotics National space test facility Industrial Strategy Grand Challenges
  • 17.
  • 18. • Immersive technologies (AR, VR, XR) are the most significant and potentially disruptive technologies to impact the Creative Industries since the web in the mid 90s • They present both opportunities and threats to the UK’s current level of global competitiveness as both IP creator and production centre • Global commercial opportunity for UK Creative Industries is through content/experiences enabled by immersive technology rather than platform or hardware Rationale
  • 19. • Audience of the Future is central to Creative Industries Sector Deal • High expectations that AoTF will de-risk investment • Identifying/ testing viable audience propositions & business models • Innovation in production tools/reskilling workforce • Industry engagement across the value chain • Specialists in AR/VR/XR companies but also… • Content studios, IP owners, creative technology companies, hardware providers, platforms operators, investment community, distributors Industry Context
  • 20. Audience of the Future – £33m grant funding • Ambitious, pre-commercial content innovations using global IP. • New experiences that advance the state of the art and test with real audiences at scale. • Large collaborations across the supply chain to explore future commercial models. • Talent development and experimental production for the Screen Industries • Delivered with Clusters Programme • Designing for future audiences £2m • Making content production cheaper, faster, more accessible £8m • Investment Acceleration £2m £16m Demonstrator Programme £12m CR&D Programme £5m Industry Centre of Excellence
  • 21. £m 2018/19 2019/20 2020/21 Total ISCF Funding 4.50 14.00 14.50 33.00 Matched Industry Funding 1.70 8.10 9.70 19.50 CICP Funding 0.75 1.25 1.25 3.25 Total (£m) 6.95 23.35 25.45 55.75 Audience of the Future – a £56m programme
  • 22. 22 Demonstrator Programme: rationale • That UK Creative Industries future success in Immersive economy will be based on our strength in innovation in content, experience and business not in technology • That investment in AR/VR/MR/XR at scale is currently held back by lack of clear audience propositions, forms and formats that could underpin commercial models and unlock required investment • The current market is largely pre-commercial, with much current work innovation driven, small scale, promotional or ancillary rather than seeking revenue generating opportunities from new audiences. • Public investment in a series of large scale, pre-commercial, collaborative experience demonstrators could stimulate content innovation, audience testing and business modelling at scale, provide sectoral learning and unlock investment.
  • 23.
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  • 37. • Up to £16m; 4 projects • 4 areas identified with industry as maximum opportunity • Performance • Moving Image • Sport Entertainment • Visitor Experience • Looking for projects that can significantly advance creative, technology and commercial state of the art across a whole sector Demonstrator Programme: overview
  • 38. 38 Demonstrator Programme: Objectives • Innovation: we will support industry led consortia to develop NEW audience experiences that show they can significantly advance the current state of the art • Insight: each large scale demonstrator must reach an audience of >100,000 in order to learn lessons at scale • Capacity building/knowledge sharing: each consortium should have sufficient reach to advance knowledge across their sector and a plan for how to do that
  • 39. 39 What do we mean by a demonstrator? • Significantly advance the current state of the art • Creative proposition • Audience Proposition • Commercial Proposition • Technical implementation • Reach >100,000 users across the lifetime of the project • One or more audience propositions or tests • Gather audience data • Derive commercial insight • Use globally recognised IP • To reach audience • To address rights and IP issues • To inform commercial models
  • 40. 40 Ambition and Scale “Each one of these demonstrators would be the biggest creative VR project in the world” • This is a very ambitious programme • But absolutely NOT just a VR one • If at >1 of these projects does not significantly develop the case for AR/MR/XR at scale we will have failed • Looking for gamechangers • not just the next thing (a bit bigger) • The scale of funding available is beyond current experience • Must address this – in thinking, in project scope, production, scale of experience, talent etc. • We will be vigilant about over budgeting e.g. rights
  • 41. 41 Consortia • To meet the ambition you will need partners from across the value chain • to access cutting edge research and innovation • To access and work with globally recognised IP or cultural brands • To create the experience • To engage the audeinces, present and test the experience • to advance knowledge across the sector • We would expect to see the whole value chain engaged: • Specialist XR companies but also academic and industry R&D teams, IP owners, rights holders, cultural institutions/governing bodies, content and experience producers, talent, hardware, technology platform and distribution partners
  • 42. 42 Challenges • Scale • Risk • IP • Match funding • Sectoral impact • Ambition • Project Design • Consortium Structure • Budgeting • Public Visibility
  • 43. Competition Briefing Tom Fiddian Innovation Lead Innovate UK #AudienceFuture #IndustrialStrategy 43
  • 44. • Innovate UK, as part of UK Research and Innovation, will invest up to £16 million in 4 large scale creative industries demonstrator projects through the Industrial Strategy Challenge Fund (ISCF). This is part of the Audience of the Future (AotF) programme. Summary
  • 45. Demonstrators? Internet of Things Cities Demonstrator: https://cityverve.org.uk
  • 46. You’ll need to be: • in scope for the competition • eligible for funding As well as, writing and presenting a game-changing application in a highly competitive process. Recipe for success
  • 47. Your project must demonstrate it can significantly advance the current state of the art in its chosen field. It must reach demanding audience targets, deal with current and future rights issues, and avoid excessive audience acquisition costs. To do this your proposal must include access to or use of globally recognised IP, or partnership with a rights holder or cultural brand. Scope
  • 48. Your demonstrator must also: • develop new immersive experiences at a large scale, achieving a public audience across the project of more than 100,000 • demonstrate a high level of ambition, innovation and scale, with the goal of transforming the sector • bring together creativity, technology, human-centred design and data analysis in order to innovate creatively and technologically • generate audience, consumer and user insights that can be used to test the viability of new revenue streams and business models • demonstrate scalability and the potential to be exploited and replicated across the creative, cultural, live events and entertainment industries Scope
  • 49. • Immersive Experiences: multisensory narrative or interactive audience experiences mediated through technologies including: • virtual, mixed and augmented reality (VR, AR, MR) • haptics • advanced visualisation • other sensory interfaces Scope: definitions
  • 50. • The Creative Industries: the 9 sectors as defined by the DCMS/HMGovernment • Advertising and marketing • Architecture • Crafts • Design: product, graphic and fashion design • Film, TV, video, radio and photography • IT, Software and services (including computer games) • Publishing • Museums, galleries and libraries • Music, performing and visual arts Scope: definitions
  • 51. This competition is the flagship for the ISCF Audience of the Future programme. We have identified 4 themes with significant disruptive, creative and commercial opportunities to grow new audiences through immersive technologies. This will help grow the UK’s creative industries. Scope: Themes
  • 52. Moving image • We are particularly looking for immersive audience experiences that use moving image expertise to create new audience propositions with mass market and commercial potential.
  • 53. • We particularly encourage proposals • That apply immersive technologies to new audience propositions in sports where remote audiences are (or could) be significant drivers of value. • Where events, rights positions and creative opportunities afford significant opportunities to engage the public Sports Entertainment
  • 54. Visitor Experience • We particularly encourage ambitious proposals and partnerships with reach across the sector.
  • 55. Performance • We particularly encourage proposals that: • explore the application of immersive technologies to the production or consumption of performance works (or both) • are relevant across multiple disciplines and in a wide range of contexts, including but not limited to conventional venues, festivals and site specific works.
  • 56. Given the emergent nature of the field we will consider applications that are not confined to these 4 themes. This is providing you can show that your proposal meets all the criteria for a demonstrator. Other themes
  • 57. • We will not fund projects through this competition that: • do not deliver an audience user experience, such as authoring or production tools • request substantial funding for non-UK based partners or sub-contractors • exclusively focus on new generic technologies such as e-commerce, streaming or social media • are technologies and experiences not primarily intended for a consumer audience, such as industrial or business-to-business solutions Projects we won’t fund
  • 58. • You can claim up to £4 million. We expect your project’s total costs to be between £5 million and £10 million unless there are greater levels of business contribution. • Projects must start by November 1st 2018, and end by December 31st 2020. • If your project’s total costs or duration fall outside our eligibility criteria, contact us at least 10 days before the competition closes. Eligibility: project size
  • 59. • To be eligible for funding you must: • be a UK-registered business • carry out your project work in the UK • intend to exploit the results in or from the UK • work in collaboration with others (businesses, research base or third sector) • Collaborations must include at least one SME • Any one business may lead on one application and partner in a further 2 applications. If a business is not leading on an application it can be a collaborator in any number of applications. Eligibility: lead organisation
  • 60. • Collaborative project partners can include: • businesses • universities • non-profit research and technology organisations (RTOs) • independent research organisations (IROs) • cultural institutions • Non-business partners cannot lead on an application but can collaborate on any number of applications. Eligibility: collaborators
  • 61. • Funding is available for projects with total costs £5 million and over. This total cost is the combination of the requested grant value and the applicant’s contribution. The maximum grant you can claim is £4 million. • Demonstrators are classed as industrial research, for which you could be funded: • up to 70% of your total project costs if you are a small or micro business • up to 60% if you are a medium-sized business • up to 50% if you are a large business Funding:
  • 62. Universities – 100% (80% of Full Economic Costs) Other research organisations can claim 100% of their project costs • They must be non-profit distributing and disseminate project results. Public Sector Organisation or Charity - 100% of eligible costs • Must be performing research activity & disseminate project results. • Must ensure that the eligible costs do not include work / costs already funded from other public sector bodies Funding: research organisations
  • 63. All the research organisations on your project combined cannot claim more than 30% of total eligible project costs. This is in any capacity, whether they are contributing as collaborators or subcontractors. If your consortium contains more than one research organisation, this maximum will be shared between them. Funding: research organisations Total costs Business RO
  • 64. • £6m project: one large, one medium, one small businesses + one cultural institute. An example Total Costs £6m £2.4m Large £1.8m Medium £1.2m CI £600k Small £1.2m Grant £1.2m Match £1.2m Grant £1.08m Grant £420k Grant £180k Match 50% 100% 60% 70% Total Grant: £3.9m £720k Match
  • 65. There will be 2 stages within the competition: a written application followed by an interview. Notable Dates: • 21st May – Competition Opens • 1st August (noon) – Submission deadline • 18th-19th Sept – Interviews • 21st Sept – Successful interviewees notified Application process
  • 66. • Programme Management for AoTF and other ISCF challenges will be an enhancement of normal Innovate UK Monitoring • Consortia will benefit from advice and guidance of UK Research and Innovation advisers to help you meet programme objectives and provide additional technical, creative or commercial expertise. • UK Research and Innovation have also commissioned Digital Catapult to undertake a programme of activity to support the Demonstrator projects. • The Catapult will facilitate collaboration and shared learning between Demonstrator projects and support a wider programme of engagement across the Creative Industries New for Audience of the Future …
  • 67. 67 Good luck Please get in touch if you have any questions. Customer Support Services: 0300 321 4357 (Mon-Fri, 9am-5:30pm) support@innovateuk.gov.uk

Notas do Editor

  1. What do we mean by immersive experiences? Everything from the use of immersive technologies in the production of content to the augmentation of physical spaces, to new formats delivered by immersive platforms that provide new audience propositions and reveniw streams and we mus
  2. * We have a plan for this too – through support for the programme via the Digital Catapult which we’ll cover I the scope
  3. * We have a plan for this too – through support for the programme via the Digital Catapult which we’ll cover I the scope
  4. Although Andrew has already touched on this – this funding is through innovate UK. We fund business led innovation and pride ourselves on our ROI GVA figure. Commercialisation is a the core of this – this is not about funding ‘nice to have projects, but ‘must have projects’ – that will create huge economic returns for the UK.
  5. What is a demonstrator? Demonstrates! Not innovation in isolation. Along the supply chain. We only fund game changers, not iterations or duplications of things that already exist, please. Benefits whole sector not just the companies involved in it. I good example is the IoT Cities Demonstrator. – check out the website.
  6. Here are three things you need to if you want to be successful in this comp: Scope Yes/No Eligible Yes/No
  7. Must, means must! If it’s not in scope, your application will be immediately rejected – pay attention! We only fund game changers, not iterations or duplications of things that already exist, please. IP is key to ensuring that this projects will have the desired affect on the market. Our assessors will be scrutinizing this in detail. This is the cornerstone of the scope – it’s necessary to ensure these demonstartors have the impact we want – (Cityverve is in Manchester not Ely).
  8. All of these are musts! Luckily these are are interconnected – we’re being very broad with our criteria. 100,000 is a large audience, but this should be expected with globally renowned IP. This is across the whole of the project, and is the total of audience figures of the whole project. Again, only game changing projects. We want to see both creative and technology innovation, not just tech! These need to make money, despite being pre-commercial we need to know any new revenue streams. Scalability is important – tell us where else in sector this could be exploited.
  9. These are again very broad definitions – the one thing we don’t want to do is stifle any innovation. These go hand in hand with Immerse UK definition of immersive Technology
  10. You should know this…..
  11. Now as you’ll see these themes are pretty broad…this isn’t about straight jacketing up – of course there will be grey areas. As well as a lot of cross-over, in fact I would imagine a great deal of the applications will cross over two or more themes…
  12. Repeatable audiovisual audience experiences currently created for display on screens, including TV, films, games, animation and online media. These can be narrative, interactive or game-based experiences be fictional or factual in nature include adaptations from source material in other media Repeatable! No gimmicks or ‘one and done’, please Mass market, not niche + plus the commercial potential that comes with it.
  13. Experiences and formats that provide remote access to sporting events across a range of platforms and generate significant revenues from this remote audience in addition to spectators attending the events. This is for the audiences of sporting events that aren’t actually there. How can we generate more value from each event? How can we increase their remote audience, and their engagement.
  14. Audience propositions that curate, design, interpret or present cultural or entertainment experiences within a physical location. Including: collection and object based institutions such as museums and galleries cultural and heritage locations location-based entertainment experiences such as theme parks or tours experiences that combine these elements This is all about location based immersion Because of the limitations of the physical location this area is harder to scale, we want to hear from great projects that can lift the whole sector.
  15. Creative works and entertainment experiences with the performing arts at their core where the experience is co-created with an audience . This includes, but is not limited to, theatre, music and dance in various forms or combinations
  16. Blurring the lines other areas of the CI
  17. Do not pass go, do not collect £4m. This is basically the opposite requirements of the scope section, but worth repeating.
  18. Do not pass go, do not collect £4m. This is basically the opposite requirements of the scope section, but worth repeating.
  19. Now if you’re one of the IP rights owners, we would also expect you to only being involved and put your full support behind one bid.
  20. Please notice the difference between grant and total costs, please don’t confuse the two.
  21. Please notice the difference between grant and total costs, please don’t confuse the two.
  22. Please notice the difference between grant and total costs, please don’t confuse the two.
  23. Please notice the difference between grant and total costs, please don’t confuse the two.
  24. Our CSS is great, they’ve been asked everything